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Spritemap functionality & FP's getXML functionality #9
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A class for creating FP-Style spritemaps. Very basic atm, only allowing you to create and play animations and also specify a callback function on animation completion. Hopefully will find a cleaner way of handling what happens if no animations have been added in the future.
Removed need for dummy clip, now simply traces a warning if no animations are found or none are playing. Also now includes functions for controlling playback and adding/frames in existing animations. Lastly, a custom prefix can be defined when adding animations.
Set up functions and variables needed to be able to get Entities by instance names as with FP, however entities do not register atm.
At the moment the class can only be used to draw squares and rectangles, planning to expand with more helper functions.
Rather than looking up by name, .add() now simply accepts a list of textures
Changed _allEntities to a vector to solve issues with changing types
You can now get an entity by it's "eName" property with getInstance()
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Created a very basic version of FlashPunk's Spritemap functionality. At the moment all it can do is add & play animations. The biggest difference to FP's implementation is of course the usage of texture atlases over spritesheets. It also assumes you're using the naming convention of "animationName_x" in your atlas XML.
I've also added FP's getXML() function to the SP helper class, useful for reading those texture atlas data files and if you're using a level editor other than OGMO.